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Wings of Freedom : (Air Piracy RP Interest Check, and Planing)

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eldritchseer all the loose ends from Cocytus Since: Mar, 2019
all the loose ends
#26: Apr 10th 2014 at 9:09:36 PM

Would, say, a ship medic be acceptable?

LeChuck4 Since: Feb, 2010
TheodoreHastings Since: Jan, 2013
#29: Apr 11th 2014 at 8:42:56 AM

This looks interesting. Count me in!

3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#30: Apr 11th 2014 at 10:38:52 AM

Interesting...

Could you elaborate a bit more on the Schizo tech?

My first Idea would be to make a Crimson Skies esque sky pirate with a X-Wing/Devastator hybrid or something based on the Bloodhawk.

edited 11th Apr '14 10:45:30 AM by 3of4

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Imca (Veteran)
#31: Apr 11th 2014 at 10:44:54 AM

[up][up][up] Need more details on a thing?

[up][up] Okays.

[up] Sure, what needs elaboration?

Crimson skies was honestly one of my inspirations and I doubt I would turn down much related to it, currently the main rule I have for aircraft technology is that no jets exist though, simply because it kinda takes away from the whole feel.

3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#32: Apr 11th 2014 at 10:47:09 AM

That was one of my main questions, propulsion and so.

So basically propeller based airplanes with laser guns? What about missiles? Old-Style radio communication or spanky holoprojectors in the cockpit?

And do you mean "LASER" laser (as in the real thing, or real-ish) or "laser" lasers (basically generic colored energy beams)?

Also will there be a "laser will be laser" or are there different "types" (basically, caliber for laser. Emitter diameter is a good shorthand for that)

edited 11th Apr '14 10:51:36 AM by 3of4

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Imca (Veteran)
#33: Apr 11th 2014 at 10:54:25 AM

Fallout style energy weapons, you have the realish ones, along side plasma weapons which are the funkier energy pulse things.

Rockets are fine, I am unsure about guided missiles since they kinda null out dog-fighting a bit... although I do have an idea at the end of this post.

As for communications, that would be radio's yes, holograms may be a thing but the thing is science! 50's tech is much more expensive then regular 50s tech, so while it is quite possible to stuff them in an airplane it might not be practical.

Any way back to missiles, one idea I had that may work, is a two stage rocket with a magnetic payload, the rocket motor engages and during that stage it has to get relatively close to the target.... if it does, the payload detaches and begins heading twords the target using a powerful magnet?

3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#34: Apr 11th 2014 at 11:03:20 AM

[up]That sounds fun :D

So, rough idea for the plane (reading the fallout article on schizo tech) is basically a Devastator with 4 50mm lasers firing together, with some kind of super science! engine, a "normal" thrust propeller and a bunch of missile hardpoints?

(and the ability to "switch in" the wings to better facilitate ground lading and do the whole "s-foils in attack position" thing)

That going in the direction you envision?

edited 11th Apr '14 11:05:02 AM by 3of4

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3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#36: Apr 11th 2014 at 11:14:09 AM

I assume for a shadow of balance sake "bigger emitter" == "more energy need" == "more time to recharge capacitors"?

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Imca (Veteran)
#37: Apr 11th 2014 at 11:31:17 AM

I was gonna take a page from fallout and have energy weapons use ammo too, but if people want re-charge instead that also works.

Also does any one mind if I play captian?

3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#38: Apr 11th 2014 at 11:34:30 AM

Well, one would assume that the "bullets" are simply one-shot batteries for the lasers, so not much an issue from the "tech" side

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Dreigonix Pending-Arrival Dragon from on a quest somewhere Since: Oct, 2011 Relationship Status: She's holding a very large knife
Pending-Arrival Dragon
#39: Apr 11th 2014 at 11:34:56 AM

[up][up]I wouldn't consider anyone else for captain but you.

Let's let events play out as they will. What happens in WAOA stays in WAOA.
Imca (Veteran)
#40: Apr 11th 2014 at 11:38:21 AM

[up][up] Pretty much exactly, you can recharge them but its normaly not worth it in combat.

[up] Personaly Dreig, I am not a fan of GM privliage, and hold myself to the same standard as any other player, so I am asking. >.<

3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#41: Apr 11th 2014 at 11:39:01 AM

No issue with me either :D

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deathpigeon Since: Jan, 2001 Relationship Status: One True Dodecahedron
#42: Apr 11th 2014 at 11:50:38 AM

Since we're pirates, the Captain isn't the only really important person we need to choose. The Quartermaster was often just as important as the Captain and had the power to veto the Captain's decisions when they weren't chasing a prize or in combat. The Quartermaster would also lead pirate boarding parties and would be in charge of discipline and punishing people who broke the code of conduct. The Quartermaster would be elected just like the Captain and sort of served as a check to the Captain's powers, sort of like modern checks and balances.

Imca (Veteran)
#43: Apr 11th 2014 at 11:59:07 AM

We also need an XO for things involving shore leave, since well...

My planed captain, literally can not set foot ashore.

deathpigeon Since: Jan, 2001 Relationship Status: One True Dodecahedron
#44: Apr 11th 2014 at 12:02:33 PM

On pirate ships, the Quartermaster did sort of serve that position. Like, the Quartermaster was essentially given a shitton of power and was the second most powerful person on pirate ships, just barely below the Captain him/herself.

Raidouthe21st Cool Dude from Whacking trick-or-treating punks Since: Jun, 2010 Relationship Status: Anime is my true love
Cool Dude
#45: Apr 11th 2014 at 12:08:37 PM

What are the main positions which would usually be on a pirating ship? I don't think my knowledge of One Piece is going to suffice this time.

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deathpigeon Since: Jan, 2001 Relationship Status: One True Dodecahedron
#46: Apr 11th 2014 at 12:18:54 PM

Well, basically all pirate ships had a Captain and a Quartermaster which were elected officials. They appointed the other officers which usually included a Master-at-arms who helped with discipline, a Boatswain who was responsible for the ship's cargo and stuff, so loot for pirates, and a Gunner who was responsible for the cannons. They also sometimes had a Carpenter and Doctor as officers. These typically had greater shares then everyone else, as in 1..25-1.5 times what everyone else had for most officers and 1.5-2 times what everyone else had for the Captain and Quartermaster. Pirate ships also typically had a written code that I believe were also determined democratically by the crew.

Raidouthe21st Cool Dude from Whacking trick-or-treating punks Since: Jun, 2010 Relationship Status: Anime is my true love
Cool Dude
#47: Apr 11th 2014 at 12:31:11 PM

...I was sort of asking Imca, since I think an air pirate crew would have a different set of jobs, what with the planes and all. >_>

We Are Our Avatars Forever (Now on Discord by invitation, PM)
3of4 Just a harmless giant from a foreign land. from Five Seconds in the Future. Since: Jan, 2010 Relationship Status: GAR for Archer
Just a harmless giant from a foreign land.
#48: Apr 11th 2014 at 12:32:55 PM

Well, she said that she seems to prefer pilots, as crew will have less to do once the shooting starts.

edited 11th Apr '14 12:37:45 PM by 3of4

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Imca (Veteran)
#49: Apr 11th 2014 at 12:34:52 PM

Kinda reading some character pitches right now, might take a few minutes due to not being the best at english and all. >.<

But death about sums it up, although I feel playing all of them might take too many from the pilots.

As such, I feel the important ones to cover the first time around are. Captian (claimed), QM (unclaimed), and Chief Mechanic since come one has to oversee the whole making sure shit works, I guess they would replace gunner since a carrier does not really have deck guns so much as aircraft.

Imca (Veteran)
#50: Apr 11th 2014 at 1:28:47 PM

Actualy, there is a double post here but I have thought of a system I would like to talk about.

Kind of a rarity limit, to help keep the special items still special, but allow for use of them in character creation... In that every one can have one rare thing during creation to distribute how they see fit, and more may be acquired once we get going.... No one has violated this yet so if I have said your fine your still fine.

Basicly.

  • You can use a rare race for a pilot.
  • Load your plane up with some energy weapon systems.
  • Have cyborg limbs.
  • Have some drone crew-members.
  • have "SCIENCE!" tech that is not a cyborg limb or energy weapon.
  • other things just ask.

But only one of those, to keep it from becoming ummmm too wild at the start, one again that is at start once the story gets going, there will be many opportunities to acquire more stuff.

Thoughts? Objections?


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